Absolutely, I think games should dispense with the good/evil thing all together and, for instance,focus on whether choices are self-serving, “pragmatic”, diplomatic, earnestly attempting to be moral (i.e motivations). Of course, this only gets interesting if the game doesn’t consistently punish you for being amoral by imposing consequences that are harsher than the rewards. This also means not punishing the player with worse and less content for not following the “intended” story arch.
I haven’t played a lot of Frostpunk 2, but I think that game does a lot with similar concepts.
Absolutely, I think games should dispense with the good/evil thing all together and, for instance,focus on whether choices are self-serving, “pragmatic”, diplomatic, earnestly attempting to be moral (i.e motivations). Of course, this only gets interesting if the game doesn’t consistently punish you for being amoral by imposing consequences that are harsher than the rewards. This also means not punishing the player with worse and less content for not following the “intended” story arch.
I haven’t played a lot of Frostpunk 2, but I think that game does a lot with similar concepts.